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About Emilio TramonteTODO
HEADERS
[Race:]
[Classes/Levels:]
PROFILE PFS Information:
PFS Number: 137974-2001 Experience: 70 Fame: --/50 Major Factions
Minor Factions
All Faction Reputation
Pathfinder School
Emilio Tramonte
human (versatile)
Hero Points: 1 Languages:
cold resistance 1
HP: 80/80 (8 human + 60 fighter + 12 con) ARMOR CLASS
Unarmored: [T], Light: [T], Medium: [T], Heavy: [T] SAVING THROWS
Class DC: 22 (10 +4 (key stat) +8 (prof) + (item)) [T] Speed: 25 (base 25 + 5 Fleet - 5 armor)
Melee Strikes
◈ [1d20+17 potent striking katana, 1 hand, **lunge / combat assessment**][2d6+4 magic, cold iron, slashing][2d6+4+1d8 critical dmg: deadly and flat footed until my next turn] ◈ [1d20+14 spiked gauntlet, agile, **lunge / combat assessment**][1d4+4 piercing] Ranged Strikes
◈◈ [1d20+12 ray of frost][3d4+4 cold] Weapon Proficiencies
Magic Traditions
Spell Attack Roll (arcane)
Spell DC (arcane): 22 = (10 +4 (int) +8 (prof)) [T] Focus Points: 0/0 (maxiumum) Spell Slots per Day
Arcane Spells Known
Arcane Innate Spells
Acrobatics: +9* = 1 (dex) +8 (prof) + (item) - (armor) [T] fighter
* = result may be rerolled or modified by boon or feat
STR 19 (ancestry, background, class, free, lvl 5)
Ancestry Feats and Abilities
Skill Feats
General Feats
Class Feats and Abilities
Bonus Feats
Instructions:
Emilio usually begins battle wielding his katana with two hands. When possible he prefers to cast the shield cantrip.
If his hit points start to get low, he will switch to using the katana with one hand and pull out his physical shield to use with the other, spending the raise shield action on his turn as often as he can. He often uses his jump spell to pass by barriers or creatures in order to get to enemy spellcasters or ranged creatures harassing the party, but he tries to save it for the worst opponents. ____________________ EQUIPMENT Combat Gear:
Magic Items:
Other Gear:
Crafting Formulas:
Consumed/Destroyed Items
Transient Expenses
Gear Back Home
Bulk: 9 9L (Encumbered at: 9 = 5 +4 (str); Maximum at: 14 = 10 +4 (str)) Coins: 485.99 Lifetime Earnings: 948.12 gp
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Ally boons: Eager Protégé (ally), Lastwall Debt* (ally), Professional Hireling (ally)
* = consumable boon Unused Boons: Fey Influence, Fiery Companion, Noala's Lessons, Student of the Unforgiving Fire, Time Traveler Fame/Reputation Boons:
(Envoy's Alliance) Champion (Faction) (0 fame) Wayfinder (slotless) (2 fame)
Society Recruiter (slotless) (0 fame)
Mentor, Skillful (mentor, social) (2 fame)
Hireling (ally) (4 fame) "Evaly" dark haired woman
Hireling, Expert (slotless) (6 fame) see above
Hireling, Professional (slotless) (6 fame) see above
Envoys’ Alliance Champion, Improved (Faction) (8 fame)
Eager Protégé (ally, limited-use) (4 fame) (34xp earned so far) Calhoun, older human man
Crafter’s Workshop (downtime) (4 fame)
Heroic Inspiration (heroic) (4 fame)
Bring Them Back Alive (social) (2 fame)
Wayfinder, Harmonic (item) (2 fame)
CHRONICLES 1. PFS(2) Module: We Be Heroes?:
As heroes of the Crookedtoes tribe, you cleared a safe passage through a tunnel system out of Lastwall, convinced the stubborn Knights of Lastwall to withdraw from the undead-overrun area, and together escaped before the Whispering Tyrant’s forces could crush you. The knights and goblins have now reached Absalom, where untold possibilities await. X □ Lastwall Debt (Ally Boon): "Avery" androgynous blonde A surviving Knight of Lastwall considers you an able ally. While this boon is slotted, the knight accompanies you on your adventures. You can check a box that precedes this boon to use the knight’s Diplomacy or Religion bonus (4 + your level) in place of your own. When using Religion to Recall Information about undead, do not check a box. 2. PFS(2) 1-03: Escaping the Grave:
You and your companions braved the dangers of the Gravelands to recover valuable relics from the ruins of a town once known as Goldenflame. While there, you were tasked with the sad duty of recovering the remains and wayfinders of missing Pathfinders. Before you could escape the Gravelands, you were confronted by an evil necromancer and his undead minions and had to fight your way free. Team Player: Your time in the Gravelands included many harrowing trials that required you to learn how to work especially well with your companions. <R> (fortune) Uses 3 □ □ □; Trigger An ally fails a check on which you aided; Effect The ally can reroll the check and use the better result. Reputation(s): +6 (Envoy's Alliance) Fame Earned: 4 Fame Spent: 0 Gold Earned: 11.2gp Downtime: 0.4gp 3. PFS(2) 1-01: The Absalom Initiation:
Head Initiate Janira Gavix invited you to a party to celebrate the latest group of initiates to formally join the Pathfinder Society. The party's attendees included many high-profile members and associates of the Society, including many of its current and former faction leaders. But the party was more than just a chance to socialize: several faction leaders were looking to assign simple missions to new agents. After the celebration, you explored an abandoned ship where you pacified a strange fleshforged creature, searched a haunted house where you found signs of grave misdeeds in the past, investigated a ritual being conducted in the Blakros museum and recruited the ritual's inquisitive caster, and un-petrified someone who had been frozen in stone. Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. X Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task. Reputation(s): +4 (Envoy's Alliance) Fame Earned: 4 Fame Spent: 2 (wayfinder) Gold Earned: 14gp Downtime: 4gp (used Society Connections boon) 4. PFS(2) Quest 1: The Sandstone Secret:
You dealt with the lies of a false Pathfinder and survived the deadly guardians of an Osiriani tomb. With a little luck, you've helped preserve and improve the Pathfinder Society's reputation in Osirion. Sand Slide (Slotless): <R> Uses 3 □ □ □; Trigger You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead. Reputation(s): +1 (Envoy's Alliance) Fame Earned: 1 Fame Spent: Gold Earned: 3.5gp Downtime: 4sp (critical success on 2 days) 5. PFS(2) 1-02: The Mosquito Witch:
The Mosquito Witch, thought to be only a local legend of the village of Shimmerford, seems now to be all too real. A plague of mosquitoes has descended up on the village, and those who have gone to investigate the problem have not returned. After piecing together various clues, Pathfinders discovered that the culprit behind the mosquito plague was actually a group of mitfit gremlins. But the mitfits can't explain all of the mysteries the Pathfinders found. Cryptid Scholar (Untyped boon): <R> (fortune) Uses 3 □ □ □; Trigger You attempt to Recall Knowledge to identify a creature you can see; Effect You roll the skill check twice and use the better result. Reputation(s): +4 (Envoy's Alliance) Fame Earned: 4 Fame Spent: Gold Earned: 14gp Downtime: 8cp (failure on 8 days) 6. PFS(2) 1-06: Lost On Spirit Road:
The twisting, turning pathways along the Spirit Road offer many surprising revelations, some good, some bad. Only you are likely to remember which path you took, where it led you, and what adventures you had along the way. Well, perhaps you and a certain kitsune. Traveler of the Spirit Road (General): Uses 3 □ □ □; You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the locak kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead. Reputation(s): +4 (Envoy's Alliance) Fame Earned: 4 Fame Spent: Gold Earned: 22gp Downtime: 4sp (success on 8 days) 7. PFS(2) The Fall of Plaguestone:
Accompanying a dwarven merchant, you delved into the twisted skeins of a deadly plot seeking to devastate all the residents of the town known to outsiders as Plaguestone. Disease, poison, and corrupted wildlife all sought to block your progress and add you to the list of victims already claimed, including your dwarven compatriot. Fiery Companion (Limited-Use, Slotless): Uses 1 □ ; You have befriended a unique animal augmented by alchemical experiments. If you have an animal companion, you can check the box that precedes this boon between adventures to replace it with the fiery leopard (Pathfinder Adventures: The Fall of Plaguestone 57). You may also transfer this boon to one of your other characters who has an animal companion, immediately checking the box on this boon and replacing that character’s existing companion with the fiery leopard; keep a copy of this Chronicle with that character. Noala’s Lessons (Slotless): Uses 1 □ ; In gratitude for your help, the ranger Noala is willing to teach you several of her carefully honed techniques. You gain access to either the ranger feat Relentless Stalker (Pathfinder Adventures: The Fall of Plaguestone 57) or the skill feat Wilderness Spotter (The Fall of Plaguestone 57). Once you have taken one of these feats, check the box next to this boon and cross the other one out. Reputation(s): +12 (Envoy's Alliance) Fame Earned: 12 Fame Spent: Gold Earned: 82gp Downtime: 1.9gp (success on 6 days of level 0 downtime, 8 days of level 1 downtime, and 10 days of transferring a +1 potency rune) 8. PFS(2) Quest 2: Unforgiving Fire:
You defeated Meleeka Sanvara and returned One-Who-Waits to the artifact vault in the Pathfinder Society Lodge in Niswan. One-Who-Waits (Slotless): Uses 3 x □ □ ; Your trials in the burgeoning monstery of Unforgiving Fire have given you an edge in overcoming physical challenges. Whenever you roll a critical failure on an Acrobatics or Athletics check, you can check a box next to his boon as a free action to get a failure instead (the GM can tell you if this wouldn't change the outcome of the check so you do not waste this ability). Student of the Unforgiving Fire: Having read the ancient scrolls from which Meleeka created the Unforgiving Fire style, you have gained acces to the following feat for all of your characters (include a copy of this Chronicle sheet with any character who selects this feat). <See Chronicle .pdf for feat text> Reputation(s): +1 (Envoy's Alliance) Fame Earned: 1 Fame Spent: Gold Earned: 9.5gp Downtime: 0.04gp (failure on lore check) 9. PFS(2) 1-05: Trailblazer's Bounty:
The mountainous passes between Isger and Molthune were daunting and treacherous. Avalanches and fearsome mountain goats were, in many ways, the least dangerous of the threats you faced, though each was deadly and draining in their own right. Though the unmarked trails are far from claimed, perhaps your efforts will aid the trade between Isger and Molthune, strengthening the region against the looming threats plaguing the Inner Sea. Experienced Mountaineer (General): The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain. Reputation(s): +4 (Envoy's Alliance), +2 Horizon Hunters Fame Earned: 4 Fame Spent: Gold Earned: 38gp Downtime: 1.6gp (success on lore check) 10. PFS(2) 1-04: Bandits of Immenwood:
The cargo of Durvin's Query proved a daunting load to carry, as it attracted rabid squirrels, druidic bandits, aquatic menaces, and one very angry centaur. Transporting a cart through the Immenwood and along the High Coast Road while constantly beset by the forces of nature was a task for a seasoned adventuring group. Hopefully your efforts have made a difference in the region and the Scale of the Spurned Tempest can be safely stored away. Touched By the Storm (General): Your exposure to the stormy power of the Scale of the Spurned Tempest has inured you to the elements to a small degree. While this boon is slotted, you gain cold resistance 1 and electricity resistance 1. Reputation(s): +4 (Envoy's Alliance), +2 Grand Lodge Fame Earned: 4 Fame Spent: Gold Earned: 19gp Downtime: 8cp (failure on lore check) Played on slow track Loot: dull gray aeon stone scroll of wall of wind silver buckler, low-grade tracker's goggles Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
11. PFS(2) 1-08: Revolution on the Riverside:
It seems the River Kingdoms have always been a land where kings can rise and fall in the span of a day, and the events you experienced in Artume proved how fragile peace really is in the region. For good or ill, your actions have shaped Artume in a way that will impact the region for years to come. Or at least until the next time the throne changes hands. □ □ □River Kingdoms Politician (General): You have made yourself, one way or another, a known quantity in the realm of the River Kingdoms politics. Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you to find an Earn Income task of up to your level +1. Once all three boxes next to this boon are checked, this boon has a special effect in a future adventure. Reputation(s): +4 (Envoy's Alliance) Fame Earned: 4 Fame Spent: Gold Earned: 64gp Downtime: 32cp (failure on lore check) Loot: hat of the Magi 6gp scroll of darkness, level 3 (discounted, limit 1) Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
scribed Charm, Illusory Disguise, and Ventriloquism into his spellbook (the latter two as critical success for half cost) but failed to scribe Illusory Object and Invisibility
12. PFS(2) 1-11: Flames of Rebellion:
What seemed like a relatively simple journey to a country township turned into a long trek through skeleton-infested woodlangs to a tower filled with kobolds, traps, ghosts, and devils. Hopefully you took away more than you left behind. Certainly, you steered the fate of the long-imprisoned ghost of Diggen Thrune, who is in the hands of Zarta Dralneen for study. When faced with a choice of whether to bind the devil Nashaxian to an aging keep and take command of it for yourself, you decided not to dabble in infernal matters. Diggen the Liar You refused to release the ghost of Diggen Thrune and instead turned the captive spirit over to Zarta Dralneen at the Grand Lodge. This boon will have a special effect in a future scenario. Reputation(s): +4 (Envoy's Alliance) Fame Earned: 4 Fame Spent: 0 Gold Earned: 64gp Downtime: 1gp (crit success on 1 day of lore check) and retrained Power Attack into Combat Assessment Loot: archaic wayfinder goggles of night Eager Protégé gets +4xp spent 23gp to scribe Fear, See Invisibility, Darkness, Acid Splash, Produce Flame, Air Bubble, Ant Haul, Create Water, Mending, Ghost Sound, Light, Mage Hand, Ray of Frost, Shield, Telekinetic Projectile, Detect Magic, Chill Touch, Grim Tendrils, Ray of Enfeeblement into his spellbook (with several as critical successes for half cost) but failed to scribe Longstrider and Electric Arc
13. PFS(2) Quest 4: Port Peril Pub Crawl:
Traveling to Port Peril and making a deal with a pirate captain is the kind of adventure that should end with an epic bar fight, and this one did. Fane's Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane.
Extra +2 fame, reputation Envoy's Alliance (Society Recruiter)
Spent 8gp to scribe magic missile and dispel magic into spellbook
14. PFS(2) Quest 13: Falcon's Descent:
For too long, bands of duergar slavers have used the Candlestone Caverns of Andoran to cross into and raid the surface world. You successful aided the Eagle Knights in tracking down a band of duergar and stopping them, not only making Andoran a bit safer, but also forging strong relationships between the Eagle Knights and the Pathfinder Society. (No boon)
Eager Protégé gets +1xp
15. PFS(2) 1-18: Lodge of the Living God:
A lodge in Razmiran seems like an idea fraught with peril, but perhaps the Pathfinder Society can do some good for the people held in the iron grasp of the Living God. By protecting the keep, you hope you've made the best choice for everyone. Light in the Dark (Envoy's Alliance, General):
Reputation(s): +4 (Envoy's Alliance); +2 from slow track, +2 from faction goals
Eager Protégé gets +2xp
16. PFS(2) 1-16: Perennial Crown, Part 1:
On the trail of the legends of the famous early Pathfinder Selmius Foster, you traveled to the place he died—the isolated island of Bhopan... Spoiler:
After surviving an onslaught from the island’s fey, you found a magically advanced society whose people have deep connections to the fey. The king of Bhopan invited you to participate in a grand masquerade. The royal steward, Lelzeshin, gave you a chance what Foster sought by entering the royal vaults. After speaking to him, you worked with him to break into the vaults. Ultimately, you battled Lelzehin over control of a primal artifact, the Perennial Crown. As soon as the artifact was in your hands, the vault collapsed, trapping you inside. The story continues in Pathfinder Society Scenario #1–17: The Perennial Crown Part 2: The Thorned Monarch. Blood Offering (Slotless):
Reputation(s): +4 (Envoy's Alliance)
Eager Protégé gets +4xp 43gp to purchase
34gp to craft cold iron katana with downtime (critical success * 5 days = 10gp price reduction from 44gp to craft katana) 10gp to transfer runes from regular katana over to cold iron katana via crafters at the lodge 4gp to scribe electric arc and longstrider into spellbook
17. PFS(2) 1-17: Perennial Crown, Part 2:
Spoiler:
After an earthquake collapsed the royal vaults of Bhopan with you inside, a spirit within the treasury’s greatest item, the Perennial Crown, revealed an ancient fey lord’s web of deception. This fey, the Thorned Monarch, desperately wanted to recover the crown, and they created chaos and bloodshed in the streets to bolster their power. You managed to escape with the crown and sever their hold on Bhopan’s people. Fey Influence:
This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.) Reputation(s): +4 (Envoy's Alliance)
Eager Protégé gets +4xp
18. PFS(2) 3-99: Fate In the Future:
Venture-Captain Jirneau of the Woodsedge Lodge summoned you and other Pathfinders for an important mission. You traveled into the Society's Maze of the Open Road to figure out what caused the network to focus on a single location. Emerging into the area, you uncovered that you were in a massive set of ruins on the distant planet of Akiton. You met with the draconic being known as Heraxia, who claimed to come from the future. You assisted Heraxia in entering a stasis unit that would send her back into the future. After battling off mysterious hounds from the Dimension of Time, you escaped just in time for the Maze of the Open Road to return to its normal function. Whether or not Heraxia accomplished her mission is something only future generations would know. Time Traveler boon Reputation(s): +2 (Envoy's Alliance)
Eager Protégé gets +2xp
19. PFS(2) 1-20: The Lost Legend:
You trekked across the Sodden Lands and Mwangi Highlands to recover a message left by famed Pathfinder Gregaro Voth, as well as a cipher to decode it. Who knows where the esteemed Pathfinder’s last message leads? Waters of Warlock’s Barrow: You vanquished the spirits of Warlock’s Barrow, and now through some quirk of fate, you can call upon them to help you lay other undead to rest.
Reputation(s): +2 (Envoy's Alliance)
Eager Protégé gets +2xp
20. Mountain of Sky and Sea:
You traveled to the island of Kayajima, off the coast of Minkai, to establish a new Pathfinder lodge in an abandoned fortress. Several ley lines converge on the island, but these powerful currents have long been out of alingment. Working together with the scholar Kukuha Mukai, you attunded ritual gates to restore the island's connections to land, sea, and sky. Along the way, you sought to gain the blessing of the island's inhabitants, and succesffuly befriended the kodama guardians of the forest and a family of griffins (but failed to befriend a self-doubting sea dragon). When at last the time came to perform the ritual, an ancient guardian attacked, lashing out against the attempt to restore balance to the island. Thanks to your efforst, the newly founded Three Gates Lodge can now flourish. Reputation: +6 (Envoy's Alliance)
Eager Protégé gets +4xp
21. Lost Maid of Anactoria:
You traveled to the small village of Anactoria in southern Ustalav to investigate the sudden presence of Aspis Consortium agents. When you arrived, you learned that the village’s famous bog body, the Maid of Anactoria, was missing! You examined the crime scene and interviewed witnesses, then tracked down the Aspis agents—the primary suspects—in the bog You fought off skeletons from the nearby Garden of Lead and learned that the Aspis agents were lured to the area by the promise of other bog bodies; they had nothing to do with the theft of the Maid. You returned to town and learned that the true thief intended to smuggle the Maid from the village on an inbound stagecoach, but it had yet to arrive. On the trail, you found the coach under attack by flaming peat monsters near an abandoned farmhouse. After defeating the monsters, you uncovered the true mastermind behind the theft, a university student who was also a member of the family of caretakers who have watched over the Maid for generations. Reputation: +4 (Envoy's Alliance)
Eager Protégé gets +4xp
22. The Blackwood Lost:
When the iruxi settlement in the heart of the Blackwood Swamp was found to be mysteriously vacated, you were dispatched to locate the missing enclave and rescue a group of Pathfinder initiates who had been living there and investigating nearby Azlanti ruins. Upon reaching the settlement, you stumbled into an unstable demiplane where the elements were in constant flux. Eventually locating the survivors, you ventured into the Azlanti ruins to realign a long-defunct elemental nexus, which had been imbalanced by the recent emergence of the elemental planes of wood and metal and was the source of the planar disruption. You repaired the nexus and saved the survivors. Reputation: +4 (Envoy's Alliance), +2 (Verdant Wheel)
Eager Protégé gets +2xp
____________________ ACCOMPLISHMENTS Solved a murder and saved a tiny town in Isger from destruction via terrible disease. Slew an ogre in a cave in the mountains of Isger. Stopped (or at least postponed) a revolution in a river kingdom by exposing the lies of an outside influence--delivered the body of said influencer to the local ruler with his own hands. Uncovered the secrets of the Pact of the Open Road Helped to found the Three Gates Lodge in the island of Kayajima off the coast of Minkai. ____________________ ROLEPLAY/BACKGROUND How does EmIlio behave?
Why did Emilio join the Pathfinder Society?
Why did Emilio join the Envoy's Alliance?
How does Emilio's worship of The Empyreal Lords: Irez, Soralyon, and Zohls affect him?
What is the most treasured possession of Emilio?
What are at least 5 background and concept elements for Emilio?
What are at least two goals for Emilio?
How did Emilio become a Fighter? Which nation did CHARACTER grow up in? How did this nation influence them? What does CHARACTER love? What does CHARACTER hate? Which other Pathfinders (PCs) does CHARACTER rely on for teamwork, survival and butt-kicking? Does CHARACTER have a bro? a mentor? a father figure? maybe a rival? How does the race of CHARACTER influence their views? Is CHARACTER a stereotype of a certain race? How are they different from most characters of their race? What is CHARACTER afraid of? Does CHARACTER have any phobias or worries? What is at least one secret about CHARACTER? What are at least three people that are tied to CHARACTER? What are at least three catchphrases, memories, mannerisms, or quirks that CHARACTER has? ____________________
Ancestry - Versatile Human:
Humanity’s versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). Arcane Tattoos Feat 1
Ornate Tattoo Feat 5
Background - Thassilonian Delver:
PFS Note You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 4 of the Pathfinder Society organized play campaign.
As archaeologists uncovered and explored ever-larger numbers of Thassilonian ruins, you were among the eager explorers who sought out the Runelords’ ancient secrets. You may have been the apprentice to another Pathfinder who perished on an expedition, leaving you their discoveries and notes. Or perhaps you explored several of these sites yourself, quickly learning to parse the arcane secrets before lest the eldritch magic extinguish your life. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You're trained in the Arcana skill and the Thassilonian History Lore skill. You gain the Arcane Sense skill feat. Add Thassilonian to the list of additional languages you can learn for having a high Intelligence modifier. Skill Feats:
Arcane Sense Feat 1 [General][Skill] Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level. Trick Magic Item ◈ Feat 1
Quick Jump Feat 1
Experienced Professional Feat 1
Class - Fighter:
Attack of Opportunity <R> Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike. Bravery Fighter 3
Fighter Weapon Mastery Fighter 5
Class Feats:
Combat Assessment ◈ Feat 1 [Fighter] You make a telegraphed attack to learn about your foe. Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge. The target is temporarily immune to Combat Assessment for 1 day. Wizard Dedication Feat 2
Basic Wizard Spellcasting Feat 4
General Feats:
Incredible Initiative Feat 1 [General] You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. Shield Block <R> Feat 1
Fleet Feat 1
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Downtime
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